#version 140

in vec3 	in_Vertex;
in vec3 	in_Color;
in vec3		in_Normal;
in vec3		in_Texture;
in vec3		in_Id;

uniform mat4	UniMatModelview;
uniform mat4	UniMatProjection;
uniform mat3	UniMatNormal;
uniform mat4	UniRotation;

uniform vec3	UniLightPosition;
uniform vec3	UniEyePosition;
uniform vec3	UniObjectPosition;

uniform vec3	UniColorDiffuse;
uniform vec3	UniColorAmbient;
uniform vec3	UniColorSpecular;

flat out vec3	out_Color;

void	main()
{
	vec4	vertexPos4 = UniMatProjection * UniMatModelview * UniRotation * (vec4(UniObjectPosition, 1.0) + vec4(in_Vertex, 1.0));

	out_Color = vec3(in_Id / 255.f);
	gl_Position = vertexPos4;
}